What do you do when necessity compels you to throw away your heart?
The demons of Talispire inhabit flame-red caverns. They are merciless creatures, to be sure. Soulless, too. They can be conjured by the appropriate rituals, and bargained with if not commanded. They will kill errant or arrogant summoners, as is well known. They desire human souls above all else. But why?
I will tell you their story.
In role-playing games, the GM describes challenges and offers opportunities. The players then make decisions for how their characters react to these things. You can think of this process as navigating a maze made of doors, walls, and windows.
Body-swaps in fiction are interesting because they shake up social dynamics. What can you do with these in a typical RPG computer game? Here’s the start of a heroic journey, involving two very unlikely partners.
Many modern RPGs give you a triad of outcomes when you roll dice: Pass, Fail, and Complicate.
Pass is pretty simple: "the PC gets what the player wanted." Fail is sometimes equally simple: “they don’t”. Complicate, and more recent incarnations of Fail, give you something else: hard bargains, extra costs, or unexpected outcomes.
It’s 2017. I made progress on some projects, failed to completely push through a few others, and made some important breakthroughs on even more. In no particular order, here’s what’s on my plate at the moment.
It was the summer I turned 17 when Shannon got taken by the UFO.
A couple of posts called “What’s Your Damage” are up, but not public. I want to talk about consequences, wounds, harm, damage, hit points, whatever you want to call it, and how Grand Adventure deals with the underlying issues that these posts discuss.
In comments on a previous post, describing a sample world for Grand Adventure called Talispire, I was challenged to do something more than just another fantasy world with elves n’ dwarves. Here’s the start of one, a water-world called Pelaga.
This is another list of things I like about Talispire, the sample world for Grand Adventure. In the last post, I talked about playing with standard fantasy tropes. This time I want to talk more about social and identity issues that sit in the text, waiting to be explored - if you want.